CSceneEntity
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Code classes:
CSceneEntity
CPointEntity
CBaseEntity
(all ents)
CSceneEntity
is a code class in every Source game.
Classnames:
logic_choreographed_scene
- Manages a choreographed scene of one or more actors. This entity handles the vast majority of dialogue in .
(Not in FGD) - Unused classname. No reason to use it.scripted_scene
Keyvalues[edit | edit source]
- Scene file
(SceneFile)
<scene>
- The VCD file to use.
- Post-interruption scene (Not in FGD)
(ResumeSceneFile)
<scene>
- If this entity's scene was interrupted and we plan on going back to it, tells actors to play this scene instead.
- Target 1
(target1)
to Target 8(target8)
<target_destination>
- Targetnames of actors which will take part in this scene. These should match with names defined in the VCD.
- If an Actor is talking...
(busyactor)
<choices>
- What to do if an actor this scene needs is already talking when this scene is told to start.
- 0: Start immediately (Unnatural.)
- 1: Wait for actor to finish
- 2: Interrupt at next interrupt event - Actor waits until they're at an appropriate point to quit speaking to play this scene, then goes back to their previous one.
- 3: Cancel at next interrupt event - Actor waits until they're at an appropriate point to quit speaking to play this scene, then forgets about their previous one.
- On player death
(onplayerdeath)
<choices>
- What should our actors do if the player dies?
- 0: Do Nothing
- 1: Cancel Script and return to AI
Inputs[edit | edit source]
- Start
- Starts playback of the scene file.
- Pause
- Pauses playback of the scene file.
- Resume
- Resumes playback of the scene if it was paused.
- Cancel
- Cancels playback of the scene.
- CancelAtNextInterrupt
- Cancels playback of the scene at the next interrupt event in the scene.
- PitchShift
<float>
- Multiplies the pitch of all speech involved in the scene.
- InterjectResponse
<string>
- If available, tells a random actor currently not talking to speak a concept. This input is used in
d1_trainstation_05
when the player drops certain objects on the floor. - StopWaitingForActor
- If not currently playing a scene, tells the entity to stop waiting on an actor to stop talking. To do: What exactly is this used for?
- Trigger (Not in FGD)
<int>
- Makes the associated OnTrigger output fire.
- SetTarget1 to SetTarget4
<target_destination>
(available in all games since ) - Sets the associated Target (x) keyvalue.
Outputs[edit | edit source]
- OnStart
- Fires when the scene has successfully begun playing.
- OnCompletion
- Fires when the scene is finished.
- OnCanceled
- Fires when the scene is cancelled.
- OnTrigger1 to OnTrigger16
- Fired when the associated FireTrigger event is reached in the VCD.